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  1. Abilities

Subclass - Circle of the Land

Subclass

The Circle of the Land is made up of mystics and sages who safeguard ancient knowledge and rites through a vast oral tradition. These druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle's wisest members preside as the chief priests of communities that  serve as advisors to the rulers of those folk. As a member of this circle, your magic is influenced by the land where you were initiated into the circle's mysterious rites.

 

Bonus Cantrip

When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.

 

Natural Recovery

Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

 

Circle Spells

Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land – arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark – and consult the associated list of spells.

Once you gain access to a circle spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.

Arctic
Druid Level Circle Spells
3rd Hold PersonSpike Growth
5th Sleet StormSlow
7th Freedom of MovementIce Storm
9th Commune with NatureCone of Cold
Coast
Druid Level Circle Spells
3rd Mirror ImageMisty Step
5th Water BreathingWater Walk
7th Control WaterFreedom of Movement
9th Conjure ElementalScrying
Desert
Druid Level Circle Spells
3rd BlurSilence
5th Create Food and WaterProtection from Energy
7th BlightHallucinatory Terrain
9th Insect PlagueWall of Stone
Forest
Druid Level Circle Spells
3rd BarkskinSpider Climb
5th Call LightningPlant Growth
7th DivinationFreedom of Movement
9th Commune with NatureTree Stride
Grassland
Druid Level Circle Spells
3rd InvisibilityPass Without Trace
5th DaylightHaste
7th DivinationFreedom of Movement
9th DreamInsect Plague
Mountain
Druid Level Circle Spells
3rd Spider ClimbSpike Growth
5th Lightning BoltMeld into Stone
7th Stone ShapeStoneskin
9th PasswallWall of Stone
Swamp
Druid Level Circle Spells
3rd DarknessMelf's Acid Arrow
5th Water WalkStinking Cloud
7th Freedom of MovementLocate Creature
9th Insect PlagueScrying
Underground
Druid Level Circle Spells
3rd Spider ClimbWeb
5th Gaseous FormStinking Cloud
7th Greater InvisibilityStone Shape
9th CloudkillInsect Plague

 

Land's Stride

Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the Entangle spell.

 

Nature's Ward

When you reach 10th level, you can't be charmed or frightened by elementals or fey, and you are immune to poison and disease.

 

Nature's Sanctuary

When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.